Base Class: Cleric
These clerics worship the gods that sow lies and misdirection into the multiverse, often overlapping with trickery clerics and representing a more focused varient these two domains often collaborate.
common decite domain gods would be Ceric, Vecna, mask and the Norse Loki.
Liar’s Boon
Starting when you choose this domain at 1st level, you’re tongue adapts to be able to tell lies effectively.
You gain proficiency on Deceptionchecks. When you succeed on a deception check you gain 1d8 temporary hit points
Channel Divinity: Twist Truth
Starting at 2nd level, you can use your Channel Divinity to bend a creatures belief on friend and foe.
As an action, make a Deception check against its Insight check, on success it becomes none hostile towards you and your party, and hostile towards its former allies, if your allies attack it while it’s none-hostile this effect ends and if the creature has been attacked by you or any other allied creature it has advantage on the check..
Sharpened Silver
Starting at 6th level, your silvered words can strike at a creatures mind like daggers.
As a bonus action, you can Make a Deception check against a creatures Insight check, if you succeed the creature is charmed and takes 8d8 Psychic damage , if the opposing creature succeeds they only take the psychic damage . You can use this every short retfeature equal to your proficiency bonus.
Divine strike
At 8th level, you gain the ability to infuse your weapon strikes with mind bending power . on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 Psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Change Truth
At 17th level, you become so proficient in bending the truth that you may actually influence the outcome of events ti suit your retelling of reality.
As a reaction, When a creature attack hits you or an ally or succeeds on a saving throw or if a creatures attack attempt deals no damage or a creature fails a saving throw, you can make a Deception with a DC of 20 , if you succeed then the outcome changes , a creature hit from an attack is healed from it, a succeeds save is failed, a failed save is successful and a creature that took no damage from an attack no takes 10d10 psychic damage.
You may only use this feature up to 5 times per long rest.
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Posted Nov 21, 2023I like the ideas overall. Guaranteed 8d8 dmg 2x per short rest is OP tho. For Twist Truth, there should also be another end condition aside from you or your party hitting them. If he's charmed, you would just never hit him until he's the last one left.
Also, for Change Truth, the condition for starting the ability could be simplified to "when a creature attacks you or an ally, or when a creature performs a saving throw,..."